Thanks for the leg work, but I am pretty sure the different in numbers here is more about how Windows and macOS report them differently. Windows reports all processor together to get to 100%, where as macOS reports them separately. For example, when I startup TD on macOS it goes to 150% because it uses more than 1 processor, and if I use a CPU rendering program like Blender, it will report 400%. Windows reports a sum of 100% over all processors, you can see this in the task manager by switching the view “Change graph to: Logical Processors”. Notice that 1 CPU is being used by TD at almost 50% when doing that.
Furthermore, if you use a CPU monitoring application other than Activity Monitor (I use iStat Pro), you’ll see the 60% CPU usage reported by Activity monitor is closer to 15% total CPU usage when calculated like WIndows does it.
To summarize, TouchDesigner’s cooking engine is single threaded, and while it uses other CPUs for tasks like opening files, decoding moves, and monitoring inputs and devices, it will use a single CPU heavily. It is realtime like a game engine and it always running at 60fps, it doesn’t sleep like typical 3D rendering programs when there is nothing onscreen, so the numbers you are seeing are in line with our expectations at this time.
Of note, there was a recent jump in GPU usage of about 10-15% for those macOS users that are using Mojave. This is entirely due to change Apple made to macOS Mojave and the openGL drivers, and out of our control. We have tried a number of workarounds, and reporting it to Apple, but there is no way around it for Mojave unfortunately.
Here are some screengrabs of CPU utilization on Windows and macOS that helps visualize what I am referring to.